MAP06: Useless Inventions (BTSX-E2)

MAP06: Useless Inventions is the sixth map of the second episode of Back to Saturn X. It was designed by Björn Ostmann (Vader) and uses the music track "Encased", composed by James Paddock (Jimmy).

Essentials
You start inside a large storage room. Stay at ground level and head north, watching out for monsters hiding behind the crates, until you drop down to a brown triangular floor, then head through the nearby doorway to find a mancubus guarding a chaingun and a door leading outside. As you go outside you will see a couple of yellow key doors ahead guarded by zombies, which will be joined by cacodemons that teleport in. Head north to a junction and kill any spectres approaching from the east and west, then open the door of the second building from the right (next to an alley with a burning barrel) and go through another doorway to your right to get back outside, where some shotgun guys and imps (plus revenants and an arch-vile on Hurt Me Plenty (HMP) skill level or higher) are waiting. Climb up the crates on the west side and step through the window to reach a switch, then go into the opposite building where a lift has risen. Activate the lift and ride it up, then push past some shotgun guys to get the yellow key.

Step through either window to drop down to the road below, where two to four arachnotrons have teleported in, then go back to the southern-most yellow door you saw earlier and open it to find an imp standing on a lift. Step on the lift to go down to another storage area and dispose of some mancubi ahead, as well as imps and zombies to your right, then go to the west end of the ledge to find a switch that will open the exit door on the floor below. Approaching the switch will open a monster closet to the north containing revenants and one or two arch-viles; head to that closet, collecting a super shotgun on the way, and go inside it to find a "LOCK" panel that will open a barrier blocking the exit. Go back to where you found the super shotgun and head west into a dark passage to finish the level.

Official

 * 1) From the start, clamber on top of the crate staircase in front of you and turn right. At the end of this short passageway, drop to the right and use the brick wall to lower it, revealing a teleporter that takes you to a platform by the starting point with a partial invisibility and health bonuses. (sector 571) From it, you can straferun to the other platform to collect ammo and a berserk pack.
 * 2) At the spot where you drop down to the teleporter to secret #1, climb to the north instead. Keep jumping on top of the containers until you drop down to an area with armor bonuses, a box of bullets and a chainsaw. (sector 577)
 * 3) Back at the crate staircase at the very start, head up and turn left immediately when you can. Hop on top of the crates marked with health bonuses until you reach a berserk pack on Ultra-Violence (UV) and Nightmare (NM), a supercharge on HMP, or a megaarmor on I'm Too Young To Die (ITYTD) and Hey Not Too Rough (HNTR). (sector 192)
 * 4) At the north-west end of the crate warehouse, one of the small crates has a switch on its west side. Flip it to lower the wall behind you (sector 289), giving you access to six armor bonuses behind the crates (visible from the south end of the crate pile) and the section of street behind the wooden barricade that hides a red key door, four health bonuses and a partial invisibility (or shotgun shells on UV and NM). The teleporter takes you back to the warehouse, on top of 20 health bonuses.
 * 5) In the alleyway at the north end of the map, use the stacked crates to jump over the stone railing and into the sandy area with the ruins. There are two mancubi (on UV and NM), two rockets, two boxes of rockets, an energy cell pack and a cluster of health bonuses spelling the wad's acronym, 'BTSX' (plus a plasma gun on ITYTD and HNTR). (sector 576) To exit you can use the steps or walk north to be teleported back to the main street.
 * 6) After getting the yellow key, head back to the exit of secret #2 to find a yellow key door leading to a different part of the warehouse. The path through it is mostly a linear series of jumps and climbs over boxes, culminating in a supercharge at the very end. From it, go around the corner to pick up the shotgun shells. This opens a previously locked room at the very west end of the map, as well as a teleporter behind you (guarded by a chaingunner) to take you there. Inside it is a switch that raises the short lift in the western-most square building. The entire second floor counts as a secret, and holds ammo, health and the red key. (sector 467)
 * 7) Take the lift behind the northern yellow key door. On the way down, jump off to the platform with all the imps. There are two boxes of rockets, two stacks of shotgun shells and a medikit. (sector 879)

Non-official

 * The area behind the red key door contains several armor bonuses, energy cells and a plasma gun (or BFG9000 on ITYTD and HNTR). The lift here goes down to the exit area.

Current records
The records for the map at the Doom Speed Demo Archive are:

The (absence of) data was last verified in its entirety on March 31, 2023.

Player spawns
This level contains eleven spawn points:
 * 1) facing north-west. (thing 250)
 * 2) facing north. (thing 414)
 * 3) facing east. (thing 415)
 * 4) facing east. (thing 416)
 * 5) facing west. (thing 417)
 * 6) facing east. (thing 418)
 * 7) facing south-west. (thing 419)
 * 8) facing south-east. (thing 420)
 * 9) facing south-east. (thing 421)
 * 10) facing south-east. (thing 687)
 * 11) facing north-west. (thing 688)

Things
This level contains the following numbers of things per skill level: